138,382 Commits over 4,474 Days - 1.29cph!

1 Year Ago
Eliminate the need to update call indices because they are stable and can be stored with each command
1 Year Ago
Made `count` property report the highest populated index instead of the allocated space.
1 Year Ago
Change proc anim components tick order, should be spine, then tail, then head
1 Year Ago
Do not tick procedural anim components when entity is culled
1 Year Ago
merge from projectile_jobs
1 Year Ago
Added and Setup Naval Improvised Plank Gibs
1 Year Ago
Update: BaseRaidBench - ensure results use 3-part format for key Tests: none, trivial change
1 Year Ago
New: Scenes/Benchmark editor top bar menu Tests: used all in editor - correct scenes opened
1 Year Ago
Added volumetric clouds option in the new settings menu
1 Year Ago
Merge: from main Tests: ran BaseRaidBenchmark via bootstrap flow
1 Year Ago
Update: BaseRaidBench - players outside base now aim at random players in base Tests: ran the scene
1 Year Ago
Modular Boats Small Ramp - First Iteration
1 Year Ago
Put cache under mode instead
1 Year Ago
Added prioritise premium toggle
1 Year Ago
server/none compile fix
1 Year Ago
cleaning up projectile TransformAccessArray properly
1 Year Ago
Update: BaseRaidBench - remove Projectile.Batched override Now that it's on by default, we no longer need this override. also makes it easier to control the benchmark externally Tests: ran the scene
1 Year Ago
Deleted Unused Collider Mesh
1 Year Ago
Setup Naval Improvised Plank Prefabs, Colliders, LODS
1 Year Ago
Update: BaseRaidBench - players moved to the base angle properly to fire Tests: ran the scenario
1 Year Ago
Merge from main
1 Year Ago
Changed the shader name of the render pipeline's deferred indirect lighting shader as it was the same as the shader in the main project which was causing issues when the new render pipeline wasn't in use
1 Year Ago
swap "survival" to "vanilla" Use correct tags for hardcore, softcore and primitive filtering modes
1 Year Ago
Merge from waterpump_occlusion_fix
1 Year Ago
Fluid switch and powered water purifier loop audio now also affected by occlusion.
1 Year Ago
Smart mode sorting (mode priority first then players)
1 Year Ago
Sorting via mode
1 Year Ago
enabled batched projectiles by default
1 Year Ago
Merge from main
1 Year Ago
Swap to buffer list as its faster
1 Year Ago
Bake mode into server info instead of ui entries
1 Year Ago
Improve foliage SHDO debug options, fix compile issue, fix shader keyword setting batch function
1 Year Ago
Merge from main
1 Year Ago
WIP work to speed up culling (AVX fix)
1 Year Ago
Display proper mode in server entries
1 Year Ago
Merge from tugboat_toot 🎺
1 Year Ago
Adjuested LOD distances on floating walkways
1 Year Ago
Restore changes and fix compile errors
1 Year Ago
Foliage assets rebake
1 Year Ago
- Updated the Rust Render Pipeline asset to hook up the new pipeline shader assets. - Updated the plastic .ignore config to ignore the .git folder from the Rust.RenderPipeline package. - Updated the packages-lock.json to have the correct name for the Rust.RenderPipeline package.
1 Year Ago
Added the Rust Render Pipeline package back to the project
1 Year Ago
Reducing tricount of some floating walkway LOD0s
1 Year Ago
Merge from main
1 Year Ago
Removing Rust Render Pipeline package so it can be renamed
1 Year Ago
Merge from compass
1 Year Ago
Merge from main
1 Year Ago
Setup for weapon rack
1 Year Ago
Individual trigger re-parenting test.
1 Year Ago
Testing out drawing on the in-game map, only has basic functionality right now
1 Year Ago
Merge from parent